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Just use Teleport with ongoing event and track the original playerstate position.
Trying to make an XP farm? :P
Not really spawning 1 PvE bot to serve as an objective to kill. Teleport it to different locations.
I think he meant you input the playstatposition into the teleport vector and make it an ongoing effect so they effectively stand still.
There are input restrictions for plays (restrict move) but I found out that AI don't have require inputs so that doesn't work ☹️I didn't get familiar with the vector and teleport system yet, but this would be my approach:
When the player deploys (which will be always a random location in TDM or FFA) you save the position in a new variable aiPosition.
As long as (while) the eventplayer is AI (assuming you only have this one AI) and alive, you teleport the AI back to the saved position. It will either wait 5 seconds between performing the teleport or wait until the actual position is not anymore equal to the saved position in the variable aiPosition.
Please let me know if that worked! 🙂
Edit: Add a SpotPlayer (Gameplay > SpotPlayer) after the SetVariable with values EventPlayer and 30 to have the AI spotted for 30 seconds after deploying. This way you can easily see if it is able to move.
- @piri89 Can confirm it worked but only until they Die, when they respawn they can run around normally.
I'm trying to do something similar but with the onMandown (if you get downed you get revived but are "stunned" for a few seconds)
I got the teleport to trigger but it didn't teleport them where they were downed - @Z1NTH0S Try using an Ongoing EVENT instead of the OnPlayerDeployed. I believe the reason it doesn't work after the AI dies is because the AI doesn't deploy in the sense that a normal player does after death, and because of this, the event isn't triggered again.
- @FastBuddha That probably won't work with OnGoing, because it will always change the variable to the current position, if it is not executed by the game fast enough, then it will not be the exact same position. So the variable has to bet set one time at AI live. So there has to be a one time trigger. Cant test things rn to try to find a better solution. If there is no delay during the execution then OnGoing could work though, but that requires other "wait" parameters nonetheless. Probably just a wait 0.01
- @piri89 What if you combine the two? and use the saved variable from the initial OnPlayerDeployed event in the Ongoing event.
@FastBuddhaThen the position wouldnt change but would always be the same.
As far as I understood that should be the case though. Otherwise players can just camp for it.
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